Star Wars: Squadrons Catch All - Lock S-Foils in Attack Position!

I realized I had left the "instruments only" setting on so I was getting no floating HUD indicators of enemy and ally location. I was also wondering how all you guys knew the letter of the capital ships under attack. Now I get it.

kazar wrote:

I don't think you have an actual preferred faction. It has been pretty 50/50 for me so far.

No, if you search for a match by actually picking a game mode rather than just getting quick match, you can set your preferred faction.

Middcore wrote:
kazar wrote:

I don't think you have an actual preferred faction. It has been pretty 50/50 for me so far.

No, if you search for a match by actually picking a game mode rather than just getting quick match, you can set your preferred faction.

I saw it tonight, but it only applies to dogfighting. I always use quick play to enter the dogfighting mode so I never saw it until now.

Zebulon wrote:

I realized I had left the "instruments only" setting on so I was getting no floating HUD indicators of enemy and ally location. I was also wondering how all you guys knew the letter of the capital ships under attack. Now I get it.

Playing on hard mode eh

kazar wrote:
Zebulon wrote:

I realized I had left the "instruments only" setting on so I was getting no floating HUD indicators of enemy and ally location. I was also wondering how all you guys knew the letter of the capital ships under attack. Now I get it.

Playing on hard mode eh :)

The HUD adds a lot of visual clutter. I'd probably turn it off myself if the on-dashboard targeting window would tell me which letter a given cruiser was. At some point I'm going to dig through the "custom" setting and figure out what I need to keep and what I can turn off.

It would be better if they did what other star wars flight sim do and provide names for each is the capital ships instead of letters.

Farscry wrote:

I've played about half in VR and half on a monitor, and so far I am flying and shooting better in VR thanks to the depth perception. Not that I'm any better than below-mediocre either way. The TIE cockpit view took a little getting used to but isn't too hindering to me.

The thing I really like about VR is it makes your speed so much easier to be aware of and use to your advantage. Especially on maps with lots of obstacles or structures to fly around, I find that going tightly around a corner and then pulling throttle to stop can really mess with enemies on my tail. They'll shoot right around the corner and it's like I've disappeared. Even trying to get on someone else's tail is easier because my SA is so much better, and my sense of my speed relative to theirs is so much better.

I am far better flying a TIE Interceptor than any Republic ship, even the A-Wing. I have no idea why, something about it just clicks for me.

Boudreaux wrote:

I am far better flying a TIE Interceptor than any Republic ship, even the A-Wing. I have no idea why, something about it just clicks for me.

The power of the dark side.

Boudreaux wrote:

I am far better flying a TIE Interceptor than any Republic ship, even the A-Wing. I have no idea why, something about it just clicks for me.

It's really the best ship in the game.

I dug my old Logitech Wingman Extreme 3d Pros out of the attic to try and compare them to my... *flips unit over and finds model sticker* Thrustmaster T-Flight HOTAS X.

I had to do a fair bit of calibrating to get one of the 3d Pros to work, but once Windows finally realized 80% to the right should be 100% to the right I was able to give it a go. The deadzone issue with the T-Flight is noticeable, but it isn't so big a difference that it's worth finding a replacement solution. Especially not since they've implied they'll be patching it.

Holy butts, joysticks are expensive right now. Maybe I should see if I can cannibalize both of these iffy 3d Pros and make one good one. Then again Dell seems to have them for $40 each so maybe it's not worth the effort.

Vargen wrote:

Then again Dell seems to have them for $40 each so maybe it's not worth the effort.

They appear to be out of stock https://www.dell.com/en-us/shop/logi...

I saw that a lot when I went shopping for one. Lots of listings, all out of stock. I ended up buying one from ebay for $65.

Yeah it's unfortunate that this came out only a few weeks after Microsoft Flight Sim, which had tons of people suddenly looking for flight sticks. They're sold out everywhere.

I played a couple more dogfights this morning and the results were so completely lopsided that it felt like something was...off. 30-2 and 30-3. The other team had more deaths from (apparently) crashing into things than from us shooting them. It felt like I would just pour laser fire into the enemy ships to no effect, but get destroyed by a handful of glancing hits. And the level of everyone involved was between 1-10, it wasn't like the other side was full of Level 30+ experts. It was weird. I've seen some handy victories in a couple dozen matches so far but I don't know how 30-2 even happens.

Why thank you, campaign mission designers. There's nothing more satisfying than opening a mission with "destroy the enemy fighters" and then having said fighters lead you out-of-bounds so the game just kills you.

Vargen wrote:

Why thank you, campaign mission designers. There's nothing more satisfying than opening a mission with "destroy the enemy fighters" and then having said fighters lead you out-of-bounds so the game just kills you.

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I can't get enough of this game!

In dogfighting I think the A-Wing is the strongest ship with the Tie a close second.

The A-Wing has an edge because of its boost storage. Boost > Drift is so important to getting around an opponent in a 1 on 1 fight. The A-Wing's weakness is its small weapons storage but once you've built that boost up you can spend longer on heavy weapons power.

The Tie has a much smaller boost storage but it charges quickly. Learning to constantly switch between engines and weapons is important to winning 1 on 1's.

Since both ships weapons overcharge diminishes quickly after switching off of heavy weapons charge the A-Wing has a slight advantage being able to stay on weapons charge longer while maintaining boost > drift ability.

mrwynd wrote:

Since both ships weapons overcharge diminishes quickly after switching off of heavy weapons charge the A-Wing has a slight advantage being able to stay on weapons charge longer while maintaining boost > drift ability.

Except for the TIE F/I/B's ability transfer energy between weapons and shields. You can keep the ship at full engines and when engaging an enemy transfer to weapons to get full damage or vice versa, keep it in weapons and when you need a speed boost transfer the weapons energy to engines.

Well I'm kinda pissed at this game now, long story short I reset my control bindings to default to try something, and now it refuses to let me remap back to the same configuration I had before.

The T-Flight HOTAS has two different options for "rudder" input - twisting the joystick, or a sort of analog rocker switch thing on the front of the throttle you can manipulate with your fingertips. I use the stick twist in this game, and for the first 25 of my 26 hours playing, the game allowed me to remap the rocker switch as something else - it read as a "slider" in the controls menu so I could map slider up to one thing and slider down to something else. Now however it refuses to read as anything other than "Z axis rotate" which is the same as the stick twist. The net result is it reduces the number of usable inputs on my HOTAS by two because the rudder rocker is now redundant.

Middcore wrote:

Well I'm kinda pissed at this game now, long story short I reset my control bindings to default to try something, and now it refuses to let me remap back to the same configuration I had before.

The T-Flight HOTAS has two different options for "rudder" input - twisting the joystick, or a sort of analog rocker switch thing on the front of the throttle you can manipulate with your fingertips. I use the stick twist in this game, and for the first 25 of my 26 hours playing, the game allowed me to remap the rocker switch as something else - it read as a "slider" in the controls menu so I could map slider up to one thing and slider down to something else. Now however it refuses to read as anything other than "Z axis rotate" which is the same as the stick twist. The net result is it reduces the number of usable inputs on my HOTAS by two because the rudder rocker is now redundant.

Make sure you do not have any other controller-type devices plugged in (and/or disabled). My G13 "impersonates" other controllers on occasion and it messes with some game's ability to enumerate all the game controller-type devices.

Maybe it's my older video card, but I can never quite tell if I'm actually drifting or just sort of turning normally while my ship slows down. I followed the instructions in the campaign and got credit, but when I try it at other times it doesn't seem to happen reliably.

I think part of the problem is I don't quite understand the Combo controls. Tapping the boost puts me in boost mode, right? If I want to drift do I press it again and hold, or do I hold my initial press? When exactly do I cut my throttle? Before or after I do the boost input?

Anyone got any advice here?

Drifting is not clearly explained. Personally, I find it a lot easier to pull off in a TIE, so I wonder if there's some extra "squishiness" in the controls for them over the New Republic ships. Anyhoo, the idea is you have to release the engine boost, then initiate a hard turn and the engine boost button combo at the same time. If you do it successfully you should see the "speed lines" of your momentum turn horizontal as you turn, and your pilot may even call out a "woo" or some other exclamation as the ship executes the maneuver.

Nimcosi wrote:
Middcore wrote:

Well I'm kinda pissed at this game now, long story short I reset my control bindings to default to try something, and now it refuses to let me remap back to the same configuration I had before.

The T-Flight HOTAS has two different options for "rudder" input - twisting the joystick, or a sort of analog rocker switch thing on the front of the throttle you can manipulate with your fingertips. I use the stick twist in this game, and for the first 25 of my 26 hours playing, the game allowed me to remap the rocker switch as something else - it read as a "slider" in the controls menu so I could map slider up to one thing and slider down to something else. Now however it refuses to read as anything other than "Z axis rotate" which is the same as the stick twist. The net result is it reduces the number of usable inputs on my HOTAS by two because the rudder rocker is now redundant.

Make sure you do not have any other controller-type devices plugged in (and/or disabled). My G13 "impersonates" other controllers on occasion and it messes with some game's ability to enumerate all the game controller-type devices.

Good thought but nope.

Vargen wrote:

Maybe it's my older video card, but I can never quite tell if I'm actually drifting or just sort of turning normally while my ship slows down. I followed the instructions in the campaign and got credit, but when I try it at other times it doesn't seem to happen reliably.

I think part of the problem is I don't quite understand the Combo controls. Tapping the boost puts me in boost mode, right? If I want to drift do I press it again and hold, or do I hold my initial press? When exactly do I cut my throttle? Before or after I do the boost input?

Anyone got any advice here?

While boosting press and hold the boost button and turn to drift.

I've found it works best if you're at half throttle when you boost.

There's a setting in options that disables boost when you throttle down - I recommend disabling that.

kazar wrote:

Except for the TIE F/I/B's ability transfer energy between weapons and shields. You can keep the ship at full engines and when engaging an enemy transfer to weapons to get full damage or vice versa, keep it in weapons and when you need a speed boost transfer the weapons energy to engines.

The problem with that quick transfer is it completely exhausts boost or weapons storage for the opposite power. If I exhaust weapons for that boost refill I can't shoot more than 2 shots for that crucial couple seconds.

Wait a minute... this game is X-Wing: Tokyo Drift?

Buy buy buy.

Middcore wrote:

Well I'm kinda pissed at this game now, long story short I reset my control bindings to default to try something, and now it refuses to let me remap back to the same configuration I had before.

The T-Flight HOTAS has two different options for "rudder" input - twisting the joystick, or a sort of analog rocker switch thing on the front of the throttle you can manipulate with your fingertips. I use the stick twist in this game, and for the first 25 of my 26 hours playing, the game allowed me to remap the rocker switch as something else - it read as a "slider" in the controls menu so I could map slider up to one thing and slider down to something else. Now however it refuses to read as anything other than "Z axis rotate" which is the same as the stick twist. The net result is it reduces the number of usable inputs on my HOTAS by two because the rudder rocker is now redundant.

I am starting to write a TARGET script where I can map buttons and axis as a see fit, including to key presses. If I get it working, I can try to make one for your mapping and see if it helps.

kazar wrote:
Middcore wrote:

Well I'm kinda pissed at this game now, long story short I reset my control bindings to default to try something, and now it refuses to let me remap back to the same configuration I had before.

The T-Flight HOTAS has two different options for "rudder" input - twisting the joystick, or a sort of analog rocker switch thing on the front of the throttle you can manipulate with your fingertips. I use the stick twist in this game, and for the first 25 of my 26 hours playing, the game allowed me to remap the rocker switch as something else - it read as a "slider" in the controls menu so I could map slider up to one thing and slider down to something else. Now however it refuses to read as anything other than "Z axis rotate" which is the same as the stick twist. The net result is it reduces the number of usable inputs on my HOTAS by two because the rudder rocker is now redundant.

I am starting to write a TARGET script where I can map buttons and axis as a see fit, including to key presses. If I get it working, I can try to make one for your mapping and see if it helps.

Appreciate the thought but I wouldn't want you to go to the trouble for me unless it helps you for testing your script. I know there was some minor update the game downloaded over the weekend, I almost wonder if that update screwed up the mapping somehow but until I made the mistake of resetting to default my old scheme was "grandfathered in".

mrwynd wrote:

There's a setting in options that disables boost when you throttle down - I recommend disabling that.

That seems to have done the trick. Thank you.

Middcore wrote:

Appreciate the thought but I wouldn't want you to go to the trouble for me unless it helps you for testing your script. I know there was some minor update the game downloaded over the weekend, I almost wonder if that update screwed up the mapping somehow but until I made the mistake of resetting to default my old scheme was "grandfathered in".

I too have the rudder bar on the throttle mapped, but only in the menus. I am concerned I may be granfathered in as well. It shouldn't be hard once I am done the code to remap the buttons.

Well good news, looks like whatever borked my rudder pedals has been fixed, so yay. I'll be trying multiplayer for the first time on stream in a bit. Should hopefully be funny at the very least.

Maybe I'm souring on this game, maybe 30 hours since Friday night is just too much of a good thing, but I think I need to set it aside for a while. It's 100x better than the warmed-over freemium Battlefront starfighter assault mode I figured it would be when they announced it, heck it's probably the best Star Wars game EA has made. But I've had my fill of losing Dogfight games where the third, fourth, and fifth players on my team go a combined 3-16 (not an exaggeration).

Also the TIE Bomber is straight broken, highest kill totals I've seen in the game come from people flying the Dupe. They have so much hull strength they're basically impossible to kill in one pass, so they just tank damage, wait for you to fly by, then unload on you with the rotary cannon before you can get out of range. If you get on their tail they throttle back to a crawl and force an overshoot or just shrug off fire and you're a free kill for one of their teammates because you're barely moving and you aren't a solid brick of HP like a Dupe. And they can basically just click an "I win" button in a head-on against anything unless they're already heavily damaged because of bulk + rotary cannon + assault shield.

The Y-Wing doesn't seem to be able to replicate this success, I'm not totally sure why, would need to dig more into its stats and loadout options more to figure out what makes the difference. In any case the best anti-starfighter ship to fly in this game should not be a bomber which you barely need to fly at all because it's practically a satellite turret, it's not balanced and it's not fun to play against. I get that they wanted the bombers to be not-totally-useless in Dogfight and I respect that, but they overcorrected. The bombers should be able to hold their own in Dogfight if played to their strengths and get chewed up if played badly, right now if played to its strengths the TIE Bomber is a juggernaut.

Middcore wrote:

I've had my fill of losing Dogfight games where the third, fourth, and fifth players on my team go a combined 3-16 (not an exaggeration).

Sorry-not-sorry.

I yearn for more matches where I'm not stuck playing against an enemy team where the top 1 or 2 players are going 20(+)-1 or something absurdly lopsided like that.

Skill-based matchmaking would help, but only if the player population stays high enough.